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How to De-Magic 5e
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<blockquote data-quote="DWChancellor" data-source="post: 7832602" data-attributes="member: 96184"><p>Not really -- Many AIME classes are noticeably weaker than core D&D classes. Like someone said, a bunch of the classes are built for traveling phases AIME has that core D&D doesn't too... so some class powers were bled off into that too.</p><p></p><p>This gets to Lowkey's predicament: how do you drop cantrips and make magic feel "special" without de or overpowering magic-users. The AIME solution is a big rewrite of D&D into a new game.</p><p></p><p>I do wonder if dropping most cantrips (and allowing some utility ones as short rituals like one-minute casting for mage hand) and having all other spells go off at level+1 effects would go towards making the feeling without unbalancing things too much.</p><p></p><p>The loss in damage from losing a decent to-hit cantrip power would be made up by amping bigger damage spells and making them splashier in addition to their secondary effects. Maybe get another +1 level boost for 1-3 level spells when you hit PC level 11?</p><p></p><p>Push off the X + a little magic classes and you've gone a long way to achieving what I think I'm hearing Lowkey looking for without having to carefully rebalance the whole game.</p></blockquote><p></p>
[QUOTE="DWChancellor, post: 7832602, member: 96184"] Not really -- Many AIME classes are noticeably weaker than core D&D classes. Like someone said, a bunch of the classes are built for traveling phases AIME has that core D&D doesn't too... so some class powers were bled off into that too. This gets to Lowkey's predicament: how do you drop cantrips and make magic feel "special" without de or overpowering magic-users. The AIME solution is a big rewrite of D&D into a new game. I do wonder if dropping most cantrips (and allowing some utility ones as short rituals like one-minute casting for mage hand) and having all other spells go off at level+1 effects would go towards making the feeling without unbalancing things too much. The loss in damage from losing a decent to-hit cantrip power would be made up by amping bigger damage spells and making them splashier in addition to their secondary effects. Maybe get another +1 level boost for 1-3 level spells when you hit PC level 11? Push off the X + a little magic classes and you've gone a long way to achieving what I think I'm hearing Lowkey looking for without having to carefully rebalance the whole game. [/QUOTE]
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